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Feasibility of a dance videogame to promote weight loss among overweight children and adolescents

Author/s:

Lustig, R.; Madsen, K. A. ; Newman, T. B. ; Wlasiuk, L. ; Yen, S.

Citation:

Madsen, K. A., Yen, S., Wlasiuk, L., Newman, T. B., & Lustig, R. (2007). Feasibility of a dance videogame to promote weight loss among overweight children and adolescents. Archives of Pediatrics & Adolescent Medicine, 161(1), 105-107. 

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Towards integration of computer games in interactive health education environments: Understanding gameplay challenge, narrative and spectacle

Author/s:

Eriksson, H.; Graspemo, G. ; Hassling, L. ; Nordfeldr, S. ; Timpka, T.

Citation:

Timpka, T., Graspemo, G., Hassling, L., Nordfeldr, S., & Eriksson, H. ( 2004). Towards integration of computer games in interactive health education environments: Understanding gameplay challenge, narrative and spectacle. Studies in Health Technology and Informatics, 107(2), 941-945.

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Games that "work:" Using computer games to teach alcohol-affected children about fire and street safety

Author/s:

Bellmoff, L.; Coles, D. C. ; Padgett, L. ; Strickland, D. C.

Citation:

Coles, D. C., Strickland, D. C., Padgett, L., & Bellmoff, L. (2007). Games that "work:" Using computer games to teach alcohol-affected children about fire and street safety. Research in Development Disabilities, 28(5), 518-530.

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Effect of screen-based media on energy expenditure and heart rate in 9- to 12-year-old children

Author/s:

Abbott, R.; Straker, L.

Citation:

Straker, L., & Abbott, R. (2007). Effect of screen-based media on energy expenditure and heart rate in 9- to 12-year-old children. Pediatric Exercise Science, 19(4), 459-471. 


Keywords:

active; active gaming; exergaming; pediatric health; physical; pre-teens; teens

Health Topic:

Exercise and Fitness

Target Population:

Children; Young Children

Publication Type:

Journal Article

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Videogames and spatial skills: An exploratory study

Author/s:

Gagnon, D.

Citation:

Gagnon, D. (1985). Videogames and spatial skills: An exploratory study. Educational Communication and Technology, 33(4), 263-275.


Keywords:

adults; college students; coordination; gender; visual-spatial; young adults

Health Topic:

Cognition

Target Population:

Adults; Young Adults

Publication Type:

Journal Article

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Activity-promoting video games and increased energy expenditure

Author/s:

Foster, R. C. ; Jensen, T. B. ; Lanningham-Foster, L. ; Levine, J. A.; McCrady, S. K. ; Mitre, N.

Citation:

Lanningham-Foster, L., Foster, R. C., McCrady, S. K., Jensen, T. B., Mitre, N., & Levine, J. A. (2009). Activity-promoting video games and increased energy expenditure. The Journal of Pediatrics, 154(6), 819-823. 

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Energy expenditure of sedentary screen time compared with active screen time for children

Author/s:

Foster, R. C. ; Heinz, D. ; Jensen, T. B. ; Lanningham-Foster, L. ; Levine, J.A.; Redmond, A. B. ; Walker, B., A.

Citation:

Lanningham-Foster, L., Jensen, T. B., Foster, R. C., Redmond, A. B., Walker, B., A., Heinz, D., & Levine, J.A. (2006). Energy expenditure of sedentary screen time compared with active screen time for children. Pediatrics, 118(6), e1831-e1835.

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The effects of videogame playing on neuropsychological performance of elderly individuals

Author/s:

Dustman, R. E. ; Dustman, T. J.; Emmerson, R. Y. ; Shearer, D. E. ; Steinhaus, L. A.

Citation:

Dustman, R. E., Emmerson, R. Y., Steinhaus, L. A., Shearer, D. E., & Dustman, T. J. (1992). The effects of videogame playing on neuropsychological performance of elderly individuals. Journal of Gerontology, 47(3), 168-171.


Keywords:

brain; game play; seniors

Health Topic:

Cognition; Mental Health

Target Population:

Seniors

Publication Type:

Journal Article

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